A portal is a door with a billion combinations. Opening one requires precision; closing one requires force. This guide covers the mechanics of interaction with these cosmic gateways.
Activation Protocols
Opening a Portal
Most portals are dormant (closed) by default. To open one, a traveler needs the Key.
🔑 Key Types:
- Physical Key: An object (stone, coin, bone) inserted into the frame.
- Somatic Key: A gesture, dance, or specific movement pattern.
- Verbal Key: A password, song, or true name.
- Emotional Key: Feeling a specific emotion (rage, grief, hope) intensely.
- Temporal Key: Only opens at a specific time (noon, midnight, eclipse).
Forcing a Portal: Without a key, a portal can be forced open with a TN 25 Arcana/Tech Check. Failure deals 4d6 Force damage to the attempter.
Defusing & Sealing
Closing the Gate
Sometimes, a door must be shut. There are three levels of closure.
1. Deactivation (Temporary)
Simply turning it off. Can be reopened with the Key.
Action: Remove Key / Stop Ritual / Wait for Timer.
2. Sealing (Long-Term)
Magically or physically barring the way. Requires a counter-ritual.
Action: TN 20 Arcana Check (10 minutes). The portal cannot be opened for 1d100 years.
3. Destruction (Permanent)
Shattering the frame or unraveling the magic. Dangerous.
Action: Deal 50+ Damage to Frame in 1 round OR TN 30 Tech Check.
Risk: 50% chance of explosion (6d10 Force damage in 60ft radius).
Traps & Defenses
Portals are valuable. Owners often trap them to prevent unauthorized use.
The Loop
Entering sends you out the other side of the same frame, effectively doing nothing but wasting time.
The Shredder
Deals 2d10 Slashing damage to anyone passing through without a protective token.
The Alarm
Silent psychic scream alerts the owner when activated.
The Scramble
Randomizes destination to a hostile domain (The Void).
